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Quaternion.h
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Quaternion.h
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#ifndef _QUATERNION_H
#define _QUATERNION_H
#include <math.h>
#include "vector3.h"
#include "matrix4x4.h"
template <typename T>
class Quaternion {
public:
T w,x,y,z;
// Constructor definitions are outside class declaration to enforce that
// only float and double versions are possible.
Quaternion();
Quaternion(T w, T x, T y, T z);
// from angle and axis
Quaternion(T ang, vector3<T> axis);
Quaternion(const Quaternion<float > &o);
Quaternion(const Quaternion<double> &o);
void GetAxisAngle(T &angle, vector3<T> &axis) const {
if (w > 1.0) *this = Normalized(); // if w>1 acos and sqrt will produce errors, this cant happen if quaternion is normalised
angle = 2.0 * acos(w);
double s = sqrt(1.0-w*w); // assuming quaternion normalised then w is less than 1, so term always positive.
if (s < 0.001) { // test to avoid divide by zero, s is always positive due to sqrt
// if s close to zero then direction of axis not important
axis.x = x; // if it is important that axis is normalised then replace with x=1; y=z=0;
axis.y = y;
axis.z = z;
} else {
axis.x = x / s; // normalise axis
axis.y = y / s;
axis.z = z / s;
}
}
// conjugate (inverse)
friend Quaternion operator~ (const Quaternion &a) {
Quaternion r;
r.w = a.w;
r.x = -a.x;
r.y = -a.y;
r.z = -a.z;
return r;
}
friend Quaternion operator* (const Quaternion &a, const Quaternion &b) {
Quaternion r;
r.w = a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z;
r.x = a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y;
r.y = a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x;
r.z = a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w;
return r;
}
friend Quaternion operator* (const T s, const Quaternion &a) { return a*s; }
friend Quaternion operator* (const Quaternion &a, const T s) {
Quaternion r;
r.w = a.w*s;
r.x = a.x*s;
r.y = a.y*s;
r.z = a.z*s;
return r;
}
friend Quaternion operator+ (const Quaternion &a, const Quaternion &b) {
Quaternion r;
r.w = a.w+b.w;
r.x = a.x+b.x;
r.y = a.y+b.y;
r.z = a.z+b.z;
return r;
}
friend Quaternion operator- (const Quaternion &a, const Quaternion &b) {
Quaternion r;
r.w = a.w-b.w;
r.x = a.x-b.x;
r.y = a.y-b.y;
r.z = a.z-b.z;
return r;
}
Quaternion Normalized() const {
T l = 1.0 / sqrt (w*w + x*x + y*y + z*z);
return Quaternion(w*l, x*l, y*l, z*l);
}
static T Dot (const Quaternion &a, const Quaternion &b) { return a.w*b.w + a.x*b.x + a.y*b.y + a.z*b.z; }
template <typename U>
static Quaternion FromMatrix4x4(const matrix4x4<U> &m) {
Quaternion r;
if (m[0] + m[5] + m[10] > 0.0f) {
U t = m[0] + m[5] + m[10] + 1.0;
U s = 0.5 / sqrt(t);
r.w = s * t;
r.z = (m[1] - m[4]) * s;
r.y = (m[8] - m[2]) * s;
r.x = (m[6] - m[9]) * s;
} else if ((m[0] > m[5]) && (m[0] > m[10])) {
U t = m[0] - m[5] - m[10] + 1.0;
U s = 0.5 / sqrt(t);
r.x = s * t;
r.y = (m[4] + m[1]) * s;
r.z = (m[8] + m[2]) * s;
r.w = (m[6] - m[9]) * s;
} else if (m[5] > m[10]) {
U t = -m[0] + m[5] - m[10] + 1.0;
U s = 0.5 / sqrt(t);
r.w = (m[8] - m[2]) * s;
r.x = (m[4] + m[1]) * s;
r.y = s * t;
r.z = (m[9] + m[6]) * s;
} else {
U t = -m[0] - m[5] + m[10] + 1.0;
U s = 0.5 / sqrt(t);
r.w = (m[1] - m[4]) * s;
r.x = (m[8] + m[2]) * s;
r.y = (m[6] + m[9]) * s;
r.z = s * t;
}
return r;
}
template <typename U>
matrix4x4<U> ToMatrix4x4() const {
matrix4x4<U> m;
U xx = x * x;
U xy = x * y;
U xz = x * z;
U xw = x * w;
U yy = y * y;
U yz = y * z;
U yw = y * w;
U zz = z * z;
U zw = z * w;
m[0] = 1.0 - 2.0 * (yy + zz);
m[4] = 2.0 * (xy - zw);
m[8] = 2.0 * (xz + yw);
m[1] = 2.0 * (xy + zw);
m[5] = 1.0 - 2.0 * (xx + zz);
m[9] = 2.0 * (yz - xw);
m[2] = 2.0 * (xz - yw);
m[6] = 2.0 * (yz + xw);
m[10] = 1.0 - 2.0 * (xx + yy);
m[12] = m[13] = m[14] = m[3] = m[7] = m[11] = 0.0;
m[15] = 1.0;
return m;
}
/* normalized linear interpolation between 2 quaternions */
static Quaternion Nlerp(const Quaternion &a, const Quaternion &b, T t) {
//printf("a: %f,%f,%f,%f\n", a.x, a.y, a.z, a.w);
//printf("b: %f,%f,%f,%f\n", b.x, b.y, b.z, b.w);
return (a + t*(b-a)).Normalized();
}
//void Print() const {
// printf("%f,%f,%f,%f\n", w, x, y, z);
//}
};
template<> inline Quaternion<float >::Quaternion() {}
template<> inline Quaternion<double>::Quaternion() {}
template<> inline Quaternion<float >::Quaternion(float w_, float x_, float y_, float z_): w(w_), x(x_), y(y_), z(z_) {}
template<> inline Quaternion<double>::Quaternion(double w_, double x_, double y_, double z_): w(w_), x(x_), y(y_), z(z_) {}
template<> inline Quaternion<float >::Quaternion(float ang, vector3<float > axis) {
const float halfAng = ang*0.5f;
const float sinHalfAng = sin(halfAng);
w = cos(halfAng);
x = axis.x * sinHalfAng;
y = axis.y * sinHalfAng;
z = axis.z * sinHalfAng;
}
template<> inline Quaternion<double>::Quaternion(double ang, vector3<double> axis) {
const double halfAng = ang*0.5;
const double sinHalfAng = sin(halfAng);
w = cos(halfAng);
x = axis.x * sinHalfAng;
y = axis.y * sinHalfAng;
z = axis.z * sinHalfAng;
}
template<> inline Quaternion<float >::Quaternion(const Quaternion<float > &o): w(o.w), x(o.x), y(o.y), z(o.z) {}
template<> inline Quaternion<float >::Quaternion(const Quaternion<double> &o): w(float(o.w)), x(float(o.x)), y(float(o.y)), z(float(o.z)) {}
template<> inline Quaternion<double>::Quaternion(const Quaternion<float > &o): w(o.w), x(o.x), y(o.y), z(o.z) {}
template<> inline Quaternion<double>::Quaternion(const Quaternion<double> &o): w(o.w), x(o.x), y(o.y), z(o.z) {}
typedef Quaternion<float > Quaternionf;
typedef Quaternion<double> Quaterniond;
#endif /* _QUATERNION_H */